Life Regeneration kicks in after not taking any damage for 10 seconds.

Stukov

Infested Diamondback

Life increased to 250 from 200.

Cost changed to 225/100 from 200/150.

Range increased to 7 from 6.

Developer Comments: Stukov's Factory units have been underperforming so are getting significant buffs. We are reducing the gas cost of the Infested Diamondback by 33% and shifting a bit of the overall cost towards minerals. Increased life and range should help the Infested Diamondback stay behind the Infested Infantry and survive a bit better.

Infested Siege Tank

Life increased to 200 from 160.

Cost changed to 200/100 from 200/125.

When the Infested Siege Tank consumes Civilians and Troopers, it also heals 20 life in addition to providing more ammo.

Added a new ability: Deep Tunnel.

Moves to a new location anywhere on the map with vision and creep.

Developer Comments: The Infested Siege Tank also needed some better survivability in the form of additional life. We also added a bonus healing effect when consuming infested. One area where the tanks struggle is escaping a fight when the front line of Infested Infantry die and the Infested Siege Tank is in siege mode all alone. Now with their new ability, they can quickly escape and regroup.

Retinal Augmentation

Increased Marine and Troopers range by 1 (down from 2).

Developer Comments: This change along with the change to the Diamondback's base range allows the Diamondbacks to fire safely from behind the infested Infantry line.

The Liberator Cloud Dispersal

The attack sticks on to the main target, while still dealing area damage to other enemies around the main target as the target moves.

Increases damage reduction amount in this form to 90% (up from 75%).

Developer Comments: This should increase the overall effectiveness of the infested Liberator and help absorb a lot more damage once upgraded.

Mastery Points Reworked.

Dev Comments: Stukov had a Mastery category which increased life regeneration on his units. This was intended to help his mechanical units but it wasn't working out as well as we had liked. So we replaced it with a new one that increases attack speeds of Factory and Starport units. We also moved around some Mastery upgrades to create more interesting choices. Along with the buffs to his mechanical units we hope this makes these units a powerful part of his toolkit.

Zagara

Baneling Nest: Spawn Baneling

Gains up to 4 charges every 30 seconds.

Stores a max of 4 charges.

Spawning Baneling has no cooldown.

Developer Comments: Previously if you were near supply cap the ability would use up its cooldown and may spawn less than 4 Banelings and potentially waste some. Now if your supply cap frees up additional space in between cooldown cycles, you can still maximize those free Banelings. We got this suggestion from the forums about how to improve this ability, and we thought it was a cool idea, thanks!

Nova Covert Ops

Fixed an issue where a certain cheat could load into an unselected mission.

Fixed a display issue with Nova’s Equipment selection menu.

Fixed an issue where the Holo Decoy could be cast over the walls at certain locations of the map in “In The Enemy's Shadow”.

Fixed an issue where casting the Holo Decoy on unpassable terrain or doodad could cause the ability to go into cooldown without spawning a decoy in “In The Enemy’s Shadow”.

The Gun Turrets now properly behave depending on Nova’s suit type.

Updated a tooltip description for the Spider Mines unit upgrade in “Dark Skies”.

Fixed an issue where the Internalized Tech Module upgrade could allow Battlecruisers to be built without a Fusion Core in “End Game”.

General

The loading screen and the score screen for a custom mutator match now properly display the mission name and the name of the mutator challenge.